GGXRD-R2/Elphelt Valentine

From Dustloop Wiki
Overview
Overview

Elphelt is a versatile character who has multiple weapons to get at her opponents at any position. A shotgun used for close range bullying and dishing out monstrous damage, a free movement aim sniper rifle for picking opponents off at a distance, a handgun for normals, and her infamous grenade used to set up her offense.

 Elphelt Valentine  Elphelt Valentine is a character with versatile tools for many situations and effective okizeme.

Pros
Cons
  • Great Normals: Most of Elphelt's buttons have one or more of these traits: fast, disjointed, long range, or good cancel options.
  • Great Backdash: Elphelt's backdash has lots of invuln, moves far backwards, and has little recovery.
  • Great Corner Carry : Elphelt's combos and blockstrings push her opponents very far towards the corner.
  • High Average Damage: Elphelt's combos can do high damage, especially when involving Miss Travailler (shotgun).
  • Powerful And Versatile OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups.: Elphelt has access to great oki thanks to j.D YRC, IADInstant Air Dash
    An air dash performed from a standing position as fast and as low to the ground as possible. Done by pressing 956 to air dash forwards or 754 to air dash backwards.
    pineberry (grenade) safejumps, unblockables, and more.
  • Consistent Knockdowns: Elphelt is able to convert most stray hits into a knockdown, especially with access to sufficient meter.
  • Strong Anti-airs: Buttons such as c.S give Elphelt abnormally fast and rewarding options to anti-air opponents.
  • Great Risk-reward: In many scramble situations, the risk-reward of a trade or abareAn attack during the opponent's pressure, intended to interrupt it. is skewed in Elphelt's favor.
  • Diverse And Powerful Toolbox: Elphelt access to a powerful option for almost any situation such: a strong meterless projectile, powerful mixups, zoning, unblockables, frame traps, and more.
  • Looping Unblockables: Elphelt has access to unblockable setups, utilizing grenade and Miss Confille (sniper), that loop into themselves.
  • Grenade Explosion can Save Her: If Elphelt gets clipped with an attack while she is cooking her grenade, then the explosion can bail her out of a combo that would have been much more dangerous without the explosion.

Grenade Explosion Can Hurt Her: If Elphelt gets clipped with an attack while she is cooking her grenade, then the explosion can open her up to bigger punishes than the opponent would normally get without resources.

Note: ※Pine Berry's self explosion can be both a blessing and a minor issue. In a lot of situations Elphelt is able to safely apply her grenade without much risk. In other situations, the grenade can help her out. Sometimes the explosion lets the opponent get a special or discounted punish.
Elphelt Valentine
GGXRD-R Elphelt Portrait.png
Defense
x1.03
Guts Rating
0
Weight
[105] Light
Stun Resistance
60
Prejump
3F
Backdash
13F (1~9F invuln)
Wakeup Timing
27F (Face Up)/ 27F (Face Down)
Fastest Attack
Reversals

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
9 Mid 5 3 5 +2

Jab. Self, jump and special cancelable. It's quite fast but it doesn't hit crouchers except Potemkin and Bedman. The hitbox is actually the rose that Elphelt is holding. The active frames end as soon as the rose is dropped. Because of those properties, 5P is usually outclassed by her 5K in neutral despite being 2 frames faster and is not very useful in blockstrings. Has occasional applications at round start to stop moves where the hurtbox comes out first since it is slightly disjointed. It can be used as a pretty niche anti-air due to Elphelt lacking a conventional 6P but has no upper body invuln. Decent for confirming air combos at certain angles and sees some use as a move to fake her 6P overhead in okizeme situations.

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14 Low 7 4 5 +1

Standing low. Jump and special cancelable. Pretty good proration for a low. Great for footsies when used to counter poke sweeps while being incredibly difficult to poke back at due to the complete lack of a hurtbox on Elphelt's leg. The small pushback, plus frames, and the decent amount of active frames makes it a great pressure starter and go-to meaty low.

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 Mid 5 5 18 -6

Jump and special cancelable. Extremely versatile move. VERY fast anti-air and a great starter. Hits most opponents at the top of their jump but has no upper-body invulnerability. The hitbox is wide enough to catch extended hurt boxes behind her. Creates a strong OS in 6H+S which allows you to either throw on the first frame or hit at the 5th frame with c.S. This OS is also useful against crossups, since as stated earlier, c.s can hit on either side. While useful on offense, it can also lead to high reward when calling out badly timed meaties or low airdash mixups on Elphelt's wakeup. Lack of proration and strong gatlings make this an excellent combo starter. Useful in pressure due to wide number of cancel options and being able to delay a gatling until near the end of its recovery animation.

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 9 5 16 -4

Jump and special cancellable. Excellent poke in terms of range, damage and speed. Also, unlike most characters, Elphelt can get a knockdown at nearly max range if they're standing by cancelling into 5H and at about 2/3s of the range if they're crouching or on counter hit by cancelling into 2H. Can also be cancelled into IAD combos if you have fast reactions on counter hit. It can be low-profiled by certain moves and Elphelt's foot extends the lower portion of the hurtbox forward, making this move vulnerable to sweeps, so don't be too predictable with it.

5H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1 20 Mid 11 1 28 -12
2-4 18 Mid 9 1 26 -10
5 18 Mid 9 1 33 -17

Special cancelable only for the first hit. Despite its hitbox, the move is coded to whiff on all crouchers, even Potemkin. (This also goes for crouching normals with hurtboxes that extend upwards, meaning it will lose to almost any 2H.) 5th hit blows away and knocks down on ground hit, blows away and doesn't knock down on air hit. A great normal that reaches half-screen and stuffs a LOT of things in neutral. Extremely fast for the range it covers and the 5 hits alone do 76 damage(Sol). With an RC, you can corner carry, get big damage and still have your knockdown which is quite easy considering the 5 hits for hitconfirming it. A huge pain for big, slow characters to move around due to long range and long active time. It can easily be low profiled by some moves and on block, the opponent can crouch block to make later hits whiff. However, the YRC window frame is lenient and seems to go up to the end of the active frames. This makes it possible in some situations to punish the opponent for attempting to low profile it and counter with their own 2H.

Keep in mind however that despite triggering pineberry and looking like a projectile, it is considered to be a normal attack and does not nullify other projectiles. Also, it extends her hurtbox by quite a bit. The hurtbox extends well past the edge of the gun. The vertical hitbox isn't as big as it looks, so it will only beat IAD but any other kind of air approach will make it whiff. Overall, a very strong neutral tool that becomes a nightmare for your opponent if you have 25% tension or more. It's possible to use an OS with it thanks to the lenient YRC window which is 5H>214K~YRC. If 5H whiffs, you will get a YRC. If it gets blocked or it hits, you will do 214K instead. Unless you're quite close, 5H>214K on block is + and 5H CH>214K combo even at max range allowing to get a knockdown.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 High 23 4 22 -12 1-7F Upper Body
8-24F Above Knees

Very long range overhead. Special cancelable and faster than 5D. Lots of scaling and lots of pushback. No gatling options, so it should always be special canceled.

Can combo 6P>236H>SG-H on normal hit, allowing for conversions off grenade detonation and extremely high damage in the corner. Midscreen and without tension, Elphelt's only cancel options are 236H and 214K for minimal damage but a potentially decent knockdown. Scales heavily when RRC'd, so spending meter on a midscreen combo will give decent corner carry but low damage.

Has upper body invuln. Ground bounces on air counter hit and knocks down on normal air hit. Almost never worth going for.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 15 10 30 -21 18-24 Foot

Special cancelable. Knocks down on normal hit. Ground bounce on CH. Huge normal that covers a wide area above and before her with quite a lot of active frames. Draws her hurtbox back slightly during startup, which can make some moves whiff at round start and then quickly whips forward. Can be used as a preemptive AA or as a poke. Very dangerous on whiff with a relatively bad YRC window. However, it's an attack level 5 move so canceling it into 236H makes it + on block and canceling it into 236P makes it slightly -. Throw it out in neutral only if you're certain it will hit or be blocked. Landing a counter hit with 6H leads to high damage and any setup you would want nearly anywhere on the screen. It also looks like Elphelt is airborne while doing it. This is not the case and you can be thrown so don't use it to bait throws.

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 24 6 16 -8 26, 33-35 Foot
27-23 Lower Body

While 5D can be more easily cancelled into than her other standing overhead, it is still perfectly reactable and is really only used as a cheap "gotcha" move. Unsafe on block and leads to mediocre reward on midscreen hit, but good reward on corner hit. Mostly useless against anyone who is paying attention. Can sometimes be useful for confirming stray corner hits into shotgun loops on the ground, but nearly everything Elphelt does for a combo ender in normal stance will blow away or knock down making this pretty situational.

2P

2K

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 8 6 18 -10 17-28 Above Knees

Fast mid-range move that hits all the way to the floor. Special cancelable and staggers on CH. Hard to convert with gatlings on normal hit. 2S > 5H only hits on standing opponents, and 2S > 2D has limited range. On counter-hit, the stagger allows you to do 2S>5Hx5 at any range and 2S>2H true combos at just short of max range. The combo to 2H on counter hit makes it very rewarding defensively. On block, 2S frame traps into low 2D or advancing 2H, but the gap isn't as small as f.S > 2H. During active and recovery, Elphelt's hurtbox shrinks vertically, allowing her to make a lot of moves whiff. Because 2S doesn't low profile immediately and the low hurtbox, however, it's not very reliable as an anti-air. In some matchups, 2S is more reliable than f.S and 5H since those moves can be low profiled.

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22×2 Mid 18 3 (3) 3 18 -4 5-17 Above Knees

2 hit sliding normal. Special cancelable. Staple of Elphelt's bread and butter 50 meter combos. The sliding effect is enhanced if you do a microdash before inputting 2H making it a good way to low profile certain moves. It has attack level 3 meaning that cancelling into 236H is + on block. This makes it one of her best moves to cancel into shotgun with to either frametrap or go for a command grab. Sees occassional use in stopping repressure attempts due to its low-profile and forward advancing properties, which can cause greedy opponents to run right into it, but be careful since getting hit out of it results in a crouch confirm. In pressure, you can very easily frame trap with it by using strings like f.S>2H and cancel 2H into 236H for even more frame traps, which makes it a very useful normal for Elphelt's pressure game. However, due to its slow speed, an attentive opponent can see it coming and IB the previous move, then backdash/blitz, allowing them to get a full crouching punish due to its significant recovery. On counter hit, pops opponents off the ground, close enough to be followed by c.S. First hit on CH is untechable but the second one will make it air techable.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Low 8 6 18 -10 1-5 Above Knees

Low. Jump and special cancelable. Fast for its range and can be used for ground footsies due to the disjointed hitbox. Knockdown on both normal and counter hit but you can combo into 214K for more damage and corner carry. The fact that it's jump cancelable make it great and safe for pressure. This move is also an excellent starter for cancelling into 236H and detonating grenade in okizeme situations. Certain characters get popped up so high by 2D that at close range, they can be picked up into an air combo by some of Elphelt's air normals, allowing for high damage and a highly advantageous knockdown.

j.P

j.K

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High / Air 7 5 16

Jump and special cancelable. By far Elphelt's best air normal. Hits above, before, below and even behind her! High speed, great gatlings, good combo filler, and lots of active frames. Can be easily hitconfirmed in air-to-air situations by buffering j.P.

This is also Elphelt's fastest reliable instant airdash overhead option when using j.D YRC for fuzzies, coming out at a speed comparable to Millia's 6K when done as fast as possible.

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 High / Air 11 3 29 + 5 after landing

Special cancelable. Don't try using this to hit crouchers without YRC. Completely disjointed air space control move with good active frames; it can sometimes hit when the particle effect from the shot is no longer visible. Staple air combo ender move that grants very high frame advantage for grenade okizeme.

If used on a rising jump, the recovery is so long you won't be able to do anything until you land so it's better to use it while falling. However, you can do high jump>rising j.D and be able to airdash before you land either to get in or run away. Untechable for 30f on normal hit.

j.D can be YRC'd and still have the hitbox come out - and it will even hit crouching opponents with a mid-hitting hitbox. If they block this standing, Elphelt can do fuzzies with instant airdash jump normals. It doesn't work if they block it crouching but Elphelt can mix up her oki options and use an actual overhead to hit the opponent in those cases, making nearly any knockdown a very dangerous situation.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,60 Throw: 75250 1 +49

Long recovery so you can only get oki in the corner; if you press 6S+HS, you'll do c.S in case your throw doesn't reach. The hitstun on it is massive so RCing it leads to great rewards and corner carry. In the corner, you can RC it and go straight into shotgun loops or if you have 100 tension and the opponent is in hellfire, do throw>RC>IK mode>236236H for an unburstable instant kill combo. Some very basic okizeme setups with grenade will enable you to get a meterless combo off of throw by chucking the opponent into the grenade explosion, granting Elphelt a very powerful strike/throw game.

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Pineberry

236P (air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Summon 19
Overhand Throw

No results

Underhand Throw

No results

Pineberry is a grenade that automatically detonates 3 seconds after it is input and can be thrown with 2P or 4P.

It is one of Elphelt's most important specials and the core of her okizeme game. Pineberry is so useful that it should be tossed nearly every time you get a knockdown, as the toss will always hit the opponent on the first frame after they get up. Not only is it great for okizeme, but it also is an important part of her unblockable setups (more details below).

In neutral, it becomes one of her best tools for space control and is extremely strong when tossed with a YRC in most matchups. The toss will clash with any projectile it will meet but the explosion will still happen, allowing her to toss the grenade into close-range projectile attempts and have the explosion counter hit the opponent, granting Elphelt a combo in most instances. Neither the toss nor the explosion prorate, allowing both to lead to solid damage.

Finally, j236P stops momentum which can bait anti airs, be useful in combos, or enable safejumps. Air toss will also alter Elphelt's aerial momentum when done during an airdash, causing her to rocket towards the ground while letting go of it and allowing for continued pressure.

  • You can either do a lower throw (2P) or a upper throw (4P, air possible).
  • When the grenade is thrown, it has a hitbox until it touches the ground but deals 0 damage on hit.
  • If the grenade is not thrown within 3 seconds, it will detonate on Elphelt. However, she can block the explosion. If hit while holding the grenade, it will self-destruct and launch Elphelt, granting the opponent a combo or an advantageous scramble situation.
  • All Elphelt gun normals (5H, jD, SG-H, Sniper shot) can activate the explosion early by hitting the grenade during travel which also increases the explosion's damage.
  • Throwing the grenade when the timer is at or under 1 second makes it a level 3 move, allowing Toss > Explosion to combo if the timer is under ~0.5s, or allowing Elphelt to poke the opponent between the toss and explosion if it is above ~0.5s.
  • Grenade stays on screen if Elphelt is blocking, but disappears if she is hit.
  • Grenade can be attacked and sent away by opponents, but will remain onscreen to explode when the timer runs out.

Bridal Express

214K (air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K 45 All 14 12 12 -7 7-29 Foot
j.214K 40 All 26 Until Landing 7 after landing +6

Ground version

Moves forward. Blows the opponent away and knocks down. Useful for corner carry.

In blockstrings, it can be a frightening way to reset pressure if used as far as possible and can frame trap at spacings where it is also plus on block. Spaced correctly, it is an effective way for Elphelt to deal with opponents who use FD early in her pressure. It is not foolproof however, because it's dangerous on whiff and a savvy opponent opponent will try to FD the last few normals of your blockstring, resulting in you landing in front of them without connecting, ready to be punished. The opponent could also opt to instant block it which nearly always allows for a throw punish.

  • While it is be punishable when done point blank, it's plus if it's blocked in the move's later active frames and/or at the tip of the hitbox.
Air version

Moves downwards towards the ground diagonally.

Its startup is slow but also hard to punish if the opponent isn't ready; since it stops air momentum for a bit before actually descending, it can be used to bait anti air moves accordingly. Hitting the opponent as low as possible will grant decent plus frames, but this is usually not practical. Try to be unpredictable with the air version, as it can be easily beaten by airthrows, DPs, or 6Ps if the opponent is ready for it.

Roll > Miss Travailler

236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 28 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees

Elphelt does her shotgun stance's roll from neutral and enters shotgun stance at the end of the roll's recovery.

Useful for mixups when used in tandem with grenade pressure, as the explosion will either leave you plus on block or knock the opponent into the air where they can easily be combo'd with SG.S.

  • Moves Elphelt forward and crosses up at close range.
  • Lacks the invulnerability of the shotgun stance version, making it mostly useful for mixups or avoiding projectiles in certain matchups.
  • Can also be used to exit rifle stance, in case a projectile is coming your way

Stance Moves

Miss Confille

236S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ready
Fire 35 Mid 3 3 Total 47 -14
Charged Fire 45 Unblockable 3 3 Total 47
Reload 39 [27]
Cancel 27
Roll > Miss Travailler Total 28 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees

Miss Confille is a long-range focused stance that prevents Elphelt from moving, jumping, or blocking while it is active. Instead, directional inputs will control a reticle that appears on the screen.

Elphelt can fire the rifle at the reticle's location by pressing any attack button (P, K, S or HS) other than D. When the target stays in place for 0.4 seconds (24 frames), it is upgraded to a level 2 shot; the target increases in size and the next rifle shot becomes unblockable.

Rifle is primarily used for unblockable setups in tandem with Pineberry as okizeme, but also has some utility in anti-zoning, harassing low mobility characters from a distance, or contesting long-range setups (such as I-No's note or May's beach balls). It is not advisable to try and zone with it however, as the majority of opponents can move faster than the speed of the reticle, the level 1 shot give very little reward on hit, entering the stance is slow, and leaving it has significant recovery.

  • Miss Confille can be cancelled by pressing D, or by using 236K to enter shotgun stance.
  • All Rifle shots are air unblockable (need FD to block it).
  • Even if you RC while in rifle stance, she stays in the stance - however, it moves the target right on top of the opponent. Firing a shot and then RCing will either YRC on whiff or RRC on block.
  • You can also YRC to make it easier to aim by slowing the opponent down.
  • Level 2 shot has 70% initial proration.
Miss Confille - Reload (46S)

After shooting once, The rifle needs to be reloaded by inputting 46S in order to be able to shoot again. If you take too long to reload, Elphelt will leave the rifle stance automatically.

By pressing 6 and S at the same time, you get a "Perfect Reload". The window for the Perfect Reload is 2 frames between 6 and S, and cannot be done immediately after shooting, but rather after waiting a little bit. By successfully performing a Perfect Reload, Elphelt swings and reloads her rifle MUCH FASTER than normal, letting you shoot again sooner than usual.

  • Normal reload has 23f of recovery while a perfect reload is 11f.
  • The perfect reload also lacks an animation smear, to further identify when it is performed properly.

Miss Travailler

236H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ready
236H
14
Roll > Ready
236K
Total 28 1-4F Upper Body
5-11F Low Profile
12-13F Above Knees
Reload
46H after SG-H
17 -1 [+6]

Miss Travailler is a close range focused Shotgun stance used in both neutral and offense, notably allowing high damage combos and scary pressure in the corner.

The stance prevents Elphelt from jumping, throwing, or entering IK mode. She can still block, crouch, and dash, however. In Shotgun stance, all of Elphelt's normals change. Her specials remain the same, except for 236H which leaves Shotgun stance.

  • Getting hit in Shotgun stance forces Elphelt to leave it.
  • RCing during shotgun stance will keep Elphelt in it unless done after SG-H
Power-Up mode

When Elphelt is not moving or performing any action in Shotgun stance, she enters a power-up mode that will enhance SG-H's damage, range and properties (visualized as a red aura).

  • Moving or crouching after entering power-up mode will immediately cancel it and you will have to stay idle again to get it back.
  • Every normal in shotgun stance except SG-H will maintain the power-up.
  • Performing SG-H during power-up mode will do the enhanced version called Powered SG-H and will cancel power-up mode.
  • Pressing up and then moving to up-back is a powerful option select that will allow Elphelt to stand in place while charging and block any mid or high attack that makes contact.
Miss Travailler Reload (46H)

Like rifle stance, Elphelt must reload between shots.

Reload can only be used right after SG-H and allows Elphelt to remain in shotgun stance to repeatedly shoot the opponent. Understanding the rhythm for Shotgun reloads is key for mastering shotgun loops.

Miss Travailler Fire

236H~H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal Close: 30
Far: 20
All 3 1 Total 31 -2
Charged Close: 55
Far: 35
All 1 1 Total 29 +5

A very large close-range and highly disjointed attack out of Shotgun stance.

The most important Shotgun stance normal and has 2 versions; normal SG-H and powered SG-H. Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives). Reload (46H) has to be done right afterwards if you want to remain in shotgun stance. If reload is not performed after firing, Elphelt will exit the stance.

Normal SG-H

3f normal. Extremely fast for its range. When done close, will give you a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out.

Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.

You can loop [SG-H>46H]xN during corner pressure, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so disjointed that mashing out of it becomes a big risk. Past a certain distance however, you won't get a knockdown and will need a RC to combo afterwards. The main reason why you would still keep looping it is because of the chip damage, the ridiculous tension gain and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S or run up to reset pressure for more loops.

Powered SG-H

Only one word is necessary to describe this move: Ridiculous. Ridiculous speed, damage, hitstun and hitbox. Once Elphelt has the charge, SG-H comes out in one frame after pressing H.

Midscreen, you won't really get much out of it aside from a knockdown. In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on counter hit, allowing Elphelt to loop powered SG-H into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups.

Powered SG-H can be particularly strong during pressure, as well as easy and low risk way to finish off an opponent with low health.

  • On deep counter hit, Blows the opponent away and causes them to tumble when they land.
  • Deals huge guts-ignoring chip damage
  • Removes 20% tension if the opponent FDs it
  • As mentioned in the Stance's description, a strong OS with Powered SG-H is to hold up and then move to upback to block mids and highs while charging.

Miss Travailler Thrust

236H~P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Mid 3 3 6 +1

Arguably the best 3f normal in the game. SG-P has a great hitbox and damage for its range while still being +1 on block with little pushback making it an excellent move for stagger pressure. It also cancels into itself gaplessly which is great for hitconfirming.

SG-D can be used after SG-P if you notice that the opponent respects it too much for some corner carry midscreen and high damage in the corner.

Despite what its speed would suggest, SG-P doesn't prorate, so RCing the final SG-H allows you to get some great damage.

Miss Travailler Roll

236H~K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 1-10 All

Elphelt rolls forward while maintaining shotgun stance.

This move is a major reason why the opponent has to be very careful when attempting to deal with Elphelt's shotgun stance in neutral situations, as she will be able to roll through and then whiff punish many slower moves with an SG-H CH. In matchups against characters that have projectiles, it can be used on reaction to close distance safely. Other situations may require a hard read, which makes its use cases vary greatly depending on the matchup.

During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. Just like the 236K version, using it in tandem with grenade can lead to powerful combos off a crossup mixup. It will however lose quite badly against 2P mashing so you will have to make sure that your opponent respects your pressure before using it as a mixup tool.

  • Despite being a roll, this move has full invulnerability frames instead of low profile.
  • Affected by dash momentum so it is generally best used with a microdash for greater distance.

Miss Travailler Launch

236H~S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 11 7 7 +0 7-10 Upper Body

Miss Travailler Launch is a forward moving upward strike that is useful for closing distance on the opponent during Shotgun stance pressure while maintaining power-up charge, being a frametrap tool, and situational anti air.

Great combo filler due to its movement, hitbox, and juggle properties. Excellent frametrap option due to its slow startup, especially in catching jump out attempts against opponents expecting SG-D, which will lead to high reward due to long untechable frames on air hit. Also Notably strong for confirming grenade explosions into air combos or shotgun loops, as the move will autocorrect its travel direction.

Like many forward lunging moves, it can be grabbed before it becomes active if done too close on block, and while it is normally +0, instant block will leave you -3. When you're expecting the opponent to punish with a grab attempt, SG-K can be used as a risky means to avoid it and get a punish of your own depending on the opponent's character.

  • Staggers on hit.
  • If the opponent isn't mashing out of stagger, SG-S will grey combo into itself indefinitely on the ground.
  • Doesn't gatling from anything and only gatlings into SG-K.
  • Can microdashed for more range.

Miss Travailler Demolish

236H~D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 47, 16 Throw 120000 15 3 35 +57 [+46] 1-17 Throw

Slow command grab that is special cancelable.

A frightening mixup tool in Shotgun stance which complements her powerful stagger pressure and okizeme. Its throw invuln on startup will allow Elphelt to beat reversal throw attempts while she is close to the opponent during pressure.

Generally, your only meterless combo midscreen on success is SG-D>214K which leads to poor damage but great corner carry. With tension, you can cancel into 236S and RC the startup to re-enter normal stance and perform an air combo.

In the corner however, it leads straight into shotgun loops and unblockable setups, and allows for some of the highest damage output from a command grab starter in the game thanks to the fact that it only has 70% initial proration. It should also be noted that the shotgun loops following SG-D generally allow Elphelt to rack up an enormous amount of Tension, which adds a lot of threat of her Shotgun stance pressure.

Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.

Overdrives

Judge Better Half

236236K / 236236D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236236K 20, 140 [20×6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne
236236D 25, 175 [22×6] Mid, All*5 3+1 3(3)3,3,3,3,3 43 + 6 After landing -39 1-9 All
10~ Airborne

Elphelt's only invulnerable reversal.

The first hit triggers a cinematic, knocks down, and deals high damage. If the first hit whiffs, Elphelt becomes airborne on the 10th frame, performing a rising attack at an angle similar to Volcanic Viper, and the move will not knock down. Has very little horizontal reach and is highly disadvantageous on whiff or block. If used at the end of a long combo, whiffing the first hit but landing the rest can sometimes cause situations where Elphelt can be punished on hit.

While occasionally useful on defense, Elphelt would usually be better off using her meter for Faultless Defense or Dead Angle attacks.

  • Counterhit state during recovery

Genoverse

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
55, 17×5 All 9+3 Until Hit(3)15 Total:39 +27

Multihit projectile super that travels fullscreen at high speed.

Deals good damage and is plus on block. Useful for confirming into off 5H at maximum range in certain matchups, as the rocket's velocity is higher than Bridal Express. If a pineberry grenade is out, it will continue to move during superflash, enabling setups where if the opponent is doing something that isn't blocking, the grenade will hit them during the flash and automatically confirm the rocket.

Instant Kill

Magnum Wedding

in IK mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
K.O. All 9+13
[5+9]
4 21 -8 9-36 All
[5-28 All]

  • [ ] Indicates during Hell Fire
  • Uses the animation of her f.S, which has generous range.
  • If the opponent is in Hellfire state, it's only possible to combo into it in the corner.
  • The most used Hellfire IK combos are generally throw>RC>IK mode>IK for 100 tension and an unburstable IK combo and anything into Powered SG-H>RC>IK mode>IK which is particularly easy to do.
  • In situations where Elphelt can combo into 2H after an air sequence ending with a j.D, she can usually use grenade to confirm into gold IK as long as she builds 50 meter by the end.

External References

Navigation

 Elphelt Valentine
To edit frame data, edit values in GGXRD-R2/Elphelt Valentine/Data.

GGXRD-R2/Navigation